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Lighting optimizations + meson fix
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@@ -5,26 +5,15 @@
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// duplicates lots of code, but this proc needs to be as fast as possible.
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/proc/create_lighting_overlays(zlevel = 0)
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var/state = "light[LIGHTING_RESOLUTION]"
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var/area/A
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if(zlevel == 0) // populate all zlevels
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for(var/turf/T in world)
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if(T.dynamic_lighting)
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A = T.loc
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if(A.lighting_use_dynamic)
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/O = new(T)
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O.icon_state = state
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#else
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for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
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for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
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var/atom/movable/lighting_overlay/O = new(T)
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O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
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O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
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O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.icon_state = state
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#endif
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var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
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T.lighting_overlay = O
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else
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for(var/x = 1; x <= world.maxx; x++)
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for(var/y = 1; y <= world.maxy; y++)
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@@ -32,16 +21,5 @@
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if(T.dynamic_lighting)
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A = T.loc
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if(A.lighting_use_dynamic)
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#if LIGHTING_RESOLUTION == 1
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var/atom/movable/lighting_overlay/O = new(T)
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O.icon_state = state
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#else
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for(var/i = 0; i < LIGHTING_RESOLUTION; i++)
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for(var/j = 0; j < LIGHTING_RESOLUTION; j++)
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var/atom/movable/lighting_overlay/O = new(T)
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O.pixel_x = i * (32 / LIGHTING_RESOLUTION)
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O.pixel_y = j * (32 / LIGHTING_RESOLUTION)
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O.xoffset = (((2*i + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.yoffset = (((2*j + 1) / (LIGHTING_RESOLUTION * 2)) - 0.5)
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O.icon_state = state
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#endif
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var/atom/movable/lighting_overlay/O = PoolOrNew(/atom/movable/lighting_overlay, T)
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T.lighting_overlay = O
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